ImageSharp is a new cross-platform 2D graphics API designed to allow the processing of images without the use of System.Drawing
.
ImageSharp is still in early stages (alpha) but progress has been pretty quick. As such, please do not use on production environments until the library reaches release candidate status. Pre-release downloads are available from the MyGet package repository.
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Build Status | Code Coverage | |
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Linux/Mac | ||
Windows |
At present the code is pre-release but when ready it will be available on Nuget.
Pre-release downloads
We already have a MyGet package repository - for bleeding-edge / development NuGet releases.
The ImageSharp library is made up of multiple packages, to make ImageSharp do anything useful you will want to make sure you include at least one format as a dependency otherwise you will not be able to save/load any images.
Packages include:
- ImageSharp Contains the Image classes, Colors, Primitives, Bootstrapper, IImageFormat interface, and other core functionality.
- ImageSharp.Formats.Jpeg The jpeg decoder/encoder (Auto registered)
- ImageSharp.Formats.Png The png decoder/encoder (Auto registered)
- ImageSharp.Formats.Gif The gif decoder/encoder (Auto registered)
- ImageSharp.Formats.Bmp The bmp decoder/encoder (Auto registered)
- ImageSharp.Processing Contains methods like Resize, Crop, Skew, Rotate - Anything that alters the dimensions of the image. Contains methods like Gaussian Blur, Pixelate, Edge Detection - Anything that maintains the original image dimensions.
- ImageSharp.Drawing Brushes and various drawing algorithms.
If you prefer, you can compile ImageSharp yourself (please do and help!), you'll need:
- Visual Studio 2015 with Update 3 (or above)
- The .NET Core 1.0 SDK Installer - Non VSCode link.
To clone it locally click the "Clone in Windows" button above or run the following git commands.
git clone https://github.com/JimBobSquarePants/ImageSharp
There's plenty there and more coming. Check out the current features!
Without the constraints of System.Drawing
We have been able to develop something much more flexible, easier to code against, and much, much less prone to memory leaks. Gone are system-wide process-locks. Images and processors are thread safe usable in parallel processing utilizing all the availables cores.
Many Image
methods are also fluent.
Here's an example of the code required to resize an image using the default Bicubic resampler then turn the colors into their grayscale equivalent using the BT709 standard matrix.
using (FileStream stream = File.OpenRead("foo.jpg"))
using (FileStream output = File.OpenWrite("bar.jpg"))
{
Image image = new Image(stream);
image.Resize(image.Width / 2, image.Height / 2)
.Grayscale()
.Save(output);
}
Individual processors can be initialised and apply processing against images. This allows nesting which brings the potential for powerful combinations of processing methods:
new BrightnessProcessor(50).Apply(sourceImage, sourceImage.Bounds);
Setting individual pixel values is perfomed as follows:
Image image = new Image(400, 400);
using (var pixels = image.Lock())
{
pixels[200, 200] = Color.White;
}
For advanced usage the Image<TColor>
and PixelAccessor<TColor>
classes are available allowing developers to implement their own color models in the same manner as Microsoft XNA Game Studio and MonoGame.
All in all this should allow image processing to be much more accessible to developers which has always been my goal from the start.
Please... Spread the word, contribute algorithms, submit performance improvements, unit tests.
Performance is a biggie, if you know anything about the new vector types and can apply some fancy new stuff with that it would be awesome.
There's a lot of developers out there who could write this stuff a lot better and faster than I and I would love to see what we collectively can come up with so please, if you can help in any way it would be most welcome and benificial for all.
Grand High Eternal Dictator
Core Team